With this done it was time to add further smoke into the background. Fig.11 shows the addition of an extra section of smoke, which has been used to fade out the main plume nearest the viewer along with some extra plumes throughout the distance.

To maintain a fiery and heat-ravaged theme throughout the picture I thought it would be good to transform the landscape into a scorched wasteland. To do this I used a dirt map again, which can be seen on the left in Fig.12. I selected the white areas only and then pasted these into the scene before scaling them down along the vertical axis to match the perspective. Using an Eraser I then deleted sections to form the patches you can see in the render.

Fig.11

Fig.12

To get the correct color I locked the pixels (see Fig.03) and then, using the Eyedropper tool as a guide, chose lighter versions of the scene colors. I then went to Layer > Layer Style > Outer Glow and applied the settings shown in Fig.13 to add a sense of heat. To enhance the effect further I duplicated the layer along with the layer style and then erased everything except a few choice areas in the centre of some of the larger patches. To complete the effect I made these remaining areas bright yellow.

Fig.13

Fig.14 shows the before and after effects of the secondary glow.This completes the background section of the scene, but because I have added an extra source of light via the fire this should be reflected in the character by way of some rim lighting. A quick and easy way to do this is to first select just the character, and on a new layer fill the selection area with a suitable color (in this case a yellow to mirror the fire - see upper image in Fig.15). Go to Select > Modify > Contract and add a value that creates an appropriately sized boundary within the outline of the character.